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Tonweya

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Everything posted by Tonweya

  1. FWIW: I'm sure most of you realize this, but the 'Day Reached?' is similar to an 'SDF?'. To count more than 30,000 moves, (8+ days), I strung together four 'Set General Timer' Nodes to 27,750 moves each and then did a 'Dialog', 'Kill/Raise' and then 'End Scenario' if the 30 days were reached and you hadn't completed the mission(s). I'll never be a Programmer, much less an Author, but I think I'm beginning to get the hang of this thing. Thanks all for the help and responses. me
  2. I found a saved copy of a post dated: 11/21/04, started by Miluk that noted the difference between indoor and outdoor moves per day. FWIW: Walking, or standing: Indoors, 1 day = 3700 moves. Outdoors, 1 day = 370 moves. Horseback, 5 moves indoors = 1 move outdoors, so horseback is twice as fast outdoors. 'Have a Rest', the Event Timer doesn't register, but the Day Timer advances the number of moves the Node moves forward. Having a rest outdoors is 500 Event Timer Moves and 1700 Day Counter moves. 'Wait 100 moves' should actually be 'wait 80 moves', because it is 80 moves for both the Event Timer and the Day Counter. Eating occurs every 1000 moves when walking/standing still indoors and every 100 moves outdoors. * Taken from the posting, as stated.
  3. Twenty days is, agreeably, quite long. I guess I was just picking a number in regard to an idea I had, when I was asking the question. I was more interested in how to select a time longer than 30,000 moves, (8+ days). I've never completed 'E3', nor 'At the Gallows', for instance. I don't think I've ever noted the number of days a Scenario takes, but know I don't like long ones. I did play 'AC-3' a couple of times and 'Falling Stars' about 10 times. I think those two are my all time favorites. However, my abilities and opinions are of about the same value; mediocre. 'Nuff; I'm rambling again. Thanks for the comments and assistance, me
  4. IIRC there was a post once that someone stated a difference between 'moves' indoors and outdoors, and I think it was a noticable difference, too. me
  5. That was my first thought, but later when I went back to what I was doing, and... there it was. I haven't had time to get prove it out yet, but I will in the next couple of days; we're due for more rain. I'm using the "Start General Timer" to count 3700 moves for one day, then it jumps to the next Node to "Day Reached?". Both "Jump to", or "Else" to '-1'. As the Scenario counts out 3700 move days, it should hit the Day Reached and go into another Node telling you you didn't accomplish your feat, you die, End Scenario. In the meantime, thanks again for the response. It's a major help just knowing there is still a Community 'out there'. tx, me
  6. As Gilda might have said, "Never mind". I just saw this nice little item titled, "Day Reached". It's not easy getting old, especially when you've started half way down the hill... tx, me
  7. The range of "Start General Timer" only allows 0 to 30,000 moves. That comes out to a bit more than 8 days. How can I set a time period longer than that? I'd like to do something around 20 days. The only thing I can see is to have one timer call another, call another, etc. Also, is there a site that lists "Trips & Tricks"? If not, that might be a good add-on to the upgraded Editor that people are working on; items above and beyond 'normal' programming. tx, me
  8. As to the *sigh*: I was concerned about the noding problem with the encounter and didn't want to fool with the wolfy icon, especially since it wasn't affecting anything once it was 'zeroed'. As to the "pause before the encounter begins": Once I realized I had installed the Wandering rather than the Special Outdoor encounter, the noding sequence brought up the encounter, but nothing happened until I either click on, or move the Party. I guess I didn't phrase the question properly, but although the problem was something else, this 'pause' helped to confuse the issue. As to the "simple to fix": Reading what you explained, I can see that there should not be a 'call' of Node 3 in the Outdoor Special Encounter; this makes a double 'call'. I don't know why I put it there, but it's gone now and the event occurs as it should. All that I have done is to remove the 'call 3' and install the '-1' in its place. Everything works as it should. I still have to click on the Party, or move them to start the actual battle, but as I've said, that happens often in some/many scenarios. It's only an inconvenience as it doesn't actually affect anything except the Player. I also removed the "pi/wolfy" icon so it looks like the Scenario Event is now programmed properly and I've added another lesson to my memoirs. Thanks a bunch, me
  9. First, the (pi, wolf) icon is still on the space, but I've taken all entries to (-1) on the set-up window for it, so it should effectively have no effect on the space. Second, I did the same thing, (removed all entries), to all the Nodes and Outdoor Special Encounter items and then Saved the Scenario, just as a matter of 'cleaning' everything. Then, in the order as you described, I used the drop-down menu for the Outdoors/Outdoor Special Encounter window and set the following: Encounter '0', Monsters can't flee and Encounter is forced are both checked, I chose two sets of Nephil Archers and One Nephil Chief, Special called when encounter starts (3), Special called when Party wins (2), Special called if Party flees (-1), Stuff Done Flag to eliminate encounter (157, 1) The Nodes are: Node 1: Place Outdoor Encounter, Message (0), Encounter (0) Node 2: Message (3), Give Item (280), Jump (4) Node 3: SDF? (157, 1), At least 5 Call (-1), Less than 5 Call (1) Node 4: Change out Terrain (X=14, Y=22), Terrain change (2), Jump (5) Node 5: Set Flag (157, 1) Value to 6 Finally, I 'Set/Placed a Special, (dot with a pencil)', on the space and identified it as Node (3), the SDF? to assure that the encounter had not yet happened. As I understand it, Node (1) only gives a message and calls the 'Outdoor Special Encounter' window. The Party wins, so Node (2) is called and everything sequences out, eliminating any future encounters here, Y/N? I had even installed this same set-up 5 spaces to the right of the problem space just in case the space was 'contaminated' and got the same results: The encounter works except that when the Party lands on the space a Nephil graphic appears along with the initial message but nothing happens. As happens in other scenarios, I have to either click on the Party, or move the Party to start the encounter and, it appears, because the Party is standing on the space, a second Nephil icon appears along with the initial message and the battle begins. Once the first battle is over, the Party receives the Item as the Nodes sequence out, but I still have to battle the second group of Nephil. That done, the encounter is over. I'm beginning to feel that it's not what I've written, but rather the way that the Player must move the Party Icon to make an encounter begin. Again, thanks for staying with me. I seem to be doing all right with everything else, but just can't seem to see anything wrong here. Tx, me
  10. Same thing with a different location, too. The Outdoor Special Encounter window has the same information as the Nodes. The first node is Node 3, (SDF?) which calls Node 1, "Place Outdoor Encounter" which has a message and defines Encounter '0'. If the Party wins, call Node 2, (give item), call node 4 (clear terrain), call node 5 (Set Flag), no more encounters. It's the double battle I don't understand. I'm baffled. I think I'll let it sit for a few days until I get an inspiration. Thanks all for the help, me
  11. *Milu*: That's easy; we've all found 'Secret Passages' that hide goodies. I'm just trying to learn the BoE Program. I made a swampy region with some Monsters in it to make and encounter. It's 'strange' all right. I placed an, "Outdoor Wandering Monsters" on the space instead of an, "Outdoor Special Encounter". If I can find out how to erace the original mistake, it looks like the event will happen as it should. *See above; I have the Wandering Monsters and a Place Special Node in the same place. Even 'zeroing' the Special Monsters window doesn't seem to eliminate the call. *CM* It appears that there is only the one Special. Using the "Set/Place Special" icon you suggested, I get a small window asking which Node should be called. Erasing the number in the asking window doesn't really remove the Special; using the eraser/dot icon does. Then using the single dot, (edit special), will bring up the next unused node in the series; (ie a new Special), indicating that there is no Special there to edit. There are two calls occupying the space: one is the "Outdoor Wandering Monsters" icon, (the pi - wolf thingy-do), and the 'S' icon indicating that there is a Special Node there. I'm about out of bullets here. I just brought in some firewood to get away from this for a while and decided that I'm going to place a different encounter near this one and see if it comes out right. If so, that ought to prove that I have a corrupted space there. Again, thanks a bunch, me
  12. Since I couldn't find a way to remove the icon, I used the drop down to display the "Outdoor Wandering Monsters" window and changed all the values to -1, including resetting the "Monsters in encounter" to "Empty". I played the encounter again and still get two battles. I verified the proper information in the "Outdoor Special Encounters" window was right and that there is an "S" on the space that calls the "SDF?" as the first node, followed by the "One Time Place Outdoor Enc." node which displays a message and calls "Special Outdoor Encounter '0'"; all other boxes are set to -1. When the Party wins "Special Outdoor Encounter" window calls the "Give Item" Node, the "Change Terrain" and the "Set Flag" Node to 250, end of loop. I really don't want to make a whole new Outdoor Section, but I'm filling up the Recycle Bin with a LOT of *.exs files. ;^} I'll keep trying to figure what the problem is. In the meantime, thanks to all for the help, me
  13. I had done, mostly, what you said except... Apparently, I selected, "Outdoor Wandering Monsters" instead of "Outdoor Special Encounters". When the encounter wasn't called, I added the "S" special to the space. From then on, it looks like the "Special" is being called as it should and so are the "Wandering Monsters" because the event sequences out, and that's why I'm getting the wrong Outdoor Encounter. I had all the right information in the data boxes for the Special Encounter; created the monsters I wanted, Nodes called and SDF?. I was just using the wrong Encounter. I don't see a way to erase the Wandering Monsters. There are Tool Icons for placing, editing and erasing a special, but I can't find a way to erase that 'pi', (wolf??), icon. I hope I don't have to delete the entire Outdoor Section and start from scratch, do I? Coincidentally, I just had a routine eye exam yesterday. Maybe now I'll pay more attention to reading the wording in the drop down menus. ;^{ again, thanks a bunch, me
  14. To clarify the encounters: I have two icons on the patch of grass, (space). One is from the drop-down menu; Outdoors/Outdoors Special Encounters; that's the 'pi'. The other is a Node: One-Shot/One-Time Place Outdoor Enc.; that's the 'S'. I couldn't make the encounter work with only a Node, (Special), to step on. After examining what I had/hadn't done, I used the Outdoors Special Encounter from the drop-down menu. The encounter works, but I'm getting a double encounter. So, I removed one and the encounter wouldn't work, I put it back and removed the other; it still wouldn't work. The only way I can make an encounter happen is to have both the 'S' icon and the 'pi' icon on the space. If a One-Shot Special automatically increments to '250' upon completion, maybe I don't need to specify an 'SDF?' or a 'SET FLAG' node? I'm going to just start making changes until I, hopefully, hit upon the right combination. tx, me
  15. That's exactly what's happening, but I can't remove either and still have the event occur. On the space of grass I have two icons. One icon is the 's' to indicate that I have placed a special there. That special is the node that calls the 'Place Outdoor Encounter'. The other icon is the (pi) icon to indicate that I have placed a One-Shot special encounter there. The One-Shot special encounter window asks what node is called when the encounter begins. The node that is called is an 'SDF?' node which checks to see that the event hasn't been called yet and then jumps to the 'Place Outdoor Encounter' node which only displays a message. So, yes, I have redundant calling of the event, but I've tried removing either one or the other and the encounter won't occur unless they both are there. Again, once I complete the duplicate battles, the reward is given, the terrain is changed, the Flag is set to 250 and the event is over. It seems that because the Party is standing on the Special Node, and that the event doesn't occur until I either click on the Party Icon, or move it, that's why I get a double battle. I'm sure that if I keep trying different combinations, I'll eventually figure it out. again, thanks me
  16. Initially I had only a series of nodes: place encounter, SDF?, give item, change out terrain and increment flag (set). This didn't work, until I realized I had to place an encounter - one of the Outdoor Encounters. With that I seemed to get the battle, give item, battle, give item, etc. Once I switched to the One Shot, everything sequences out as it should except that, as in many other scenrios, I have to move the Party Icon, or click on it, to make the encounter begin, but get two Monster Icons. Once the initial battle is over and the Party receives the Item, I have to battle the Monsters again; I assume because the second Monster Icon was called. I was just looking at the sequence of nodes and am wondering: Do I need to have an SDF? node and a SET node if the One-Shot is supposed to be at '0' in the beginning and automatically set itself to '250' unless otherwise specified? The documentation for the BoE Editor is rather limited in that there isn't any detail for us beginners to read up on. All I can do is to keep trying combinations until I hit upon the right one. ;^{ Tx, me PS: Sorry, I forgot to add: Yes, it's an enterable space. You stumble across an encampment in a swampy area.
  17. I seem to be doing all right so far, but I'm having a problem with an encounter. At first I had an overlap of events and figured I should have used a 'One Shot' rather than the 'General' tab for the encounter. The encounter works fine except... An Icon appears for the Monster Group but nothing happens until I either move or click on the Party Icon. When I do, another Icon appears for the Monster Group and I have to do two Battles to accomplish the event. IIRC, I've had to click on the Party Icon in some Scenarios to make the event occur, but never had two battles, so it has to be something I'm doing. I've re-written this event a lot of times because I had to get the nodes and encounter right and may just be 'dazzled' by doing things over and over. If this problem sounds familiar and anyone can help, I'd be eternally grateful... well a lot, at least. Tx, me
  18. I went through the same situation a few months back and Thuryl came to my rescue with this simple solution. I'll have to look up the specifics, but basically... Don't fight it. The trick is to stay back and let it use up all it's spell points. Then, only one Smoky Crystal is sufficient; cast Mindduel and you'll destroy it in a couple of rounds. It can't move out of its location. I had to advance into the room regularly to agitate it and it does seem to take a while, (I think it has around 100 Spell Points), but they wear down and the battle is yours. If you want more specific data, I can look it up, but this should explain the tactic. me P.S. Thanks again, Thuryl
  19. W'95 should be the best choice because of the vintage of BoE. It will probably still happen on occasion, but should be just a rare inconvenience. I spend quite a bit of time, at least 30 hours per week in the winter, with scenarios and usually have a couple of Word docs, one or two Excel docs, Paint and a BoE Scenario running at the same time and may get a BSOD once in a few months; and that's usually because I've stuck a couple of other items in there, too. IMNSHO, I don't feel it's worth changing systems, not that it's that much of an inconvenience. Besides, it gives me a chance to get another cup of coffee and go to the bathroom. ;^} me
  20. I'm not a programmer, so writing any code is out of my league; well, excluding 'Basic' 20+ years ago. ;^} I guess what I was asking for was confirmation that there is no substantial difference in any of the three functions; all redirect the program and that there is no 'gosub' type action, which you've confirmed. Thanks. The Editor seems easier than I originally thought it would be; it's just learning the 'vocabulary' that seems to be taking time. Again, thanks, me
  21. It seems that a 'call', 'jump', or an 'else' are just different ways to 'goto' the next thing you want the program to do, right? I don't see any difference in what they accomplish. Also, everything seems to be, as Thuryl said, a logical progression; there isn't a 'gosub' command as there was in 'Basic'. The Party activates a Node, it does its function, and the Party continues on, right? What I am coming to realize is that there are a number of ways to accomplish something, as long as I make sure to use the correct command. I can't imagine ever using all 3,000 Flags. This gets to be more interesting every day. ;^}
  22. Thanx, I never liked the flat 3-D of Avernum, although the rest of the Community seems to have favored it, apparently because of the programming style you describe. I think I still have enough to do with BoE to keep me busy for a while yet. I prefer the scenarios that have good story content and not all the killing. How the Authors have to interlock the content seems to be what catches my interest. I'm not an Author, either. I just want to learn how BoE functions. Again, thanks, me
  23. It doesn't seem as bad as I thought it would be. The thing that seems to make it most difficult is that all the choices are already made and you have to find them instead of writing the line. That seems to make a lot of memorization or a lot of sheets of paper to mull through ;^{ Just out of curiosity, what programming language does the Editor use, or is it some sort of home-made program using another language? There seems to have been a gap during the child rearing years between 'Basic' on a C-64 and Windows XP. ;^) Thanx for the assistance; this is finally beginning to be enjoyable. me
  24. If you go through the Arc in the order that Al suggests, I think you'll be impressed at how much he has put into his scenarios and how well he ties them together. Notice too, that each scenario is written in a different style. All gaming aside, he really is a good Author. Months later, you may want to go back throuth the series again. Knowing the story line, you'll be able to better notice the details; what I had said about the details and not the battles. Like any good story, each time is as good, or better, than the previous; they are never disappointing. Enjoy the experience, me
  25. Was your dream about the Book of Wisdom; about a forgotten dream; a forgotten nightmare; a homecoming of sorts? If you don't recognize parts of what I've just said, go back to sleep and see if you can add to your dream. As to the Murky Mine, this can be very confusing unless you map, or otherwise record which doors take you to which areas on which levels. Al made this is a good maze of confusion. If you searched all levels of McNemier's Tower, you should have learned what to do with the two Rubies. You may have missed something. Regardless, in the Room with the two Braziers, put one Crimson Ruby in each Brazier; take a few steps away and you'll see a Portal appear. That will take you to one on several places that you can create with the four magic gemstones Al has created for this Scenario. If you've missed something, you may be in to much of a hurry to get through the Scenario rather than enjoy it. There aren't a lot of magic gemstones in the Scenario, but there are enough. You need to explore a LOT to find all you'll need to access all the places you need to go. You must have heard the line, "Stop and smell the roses". Personally, I don't get much of a kick out of the Battles, but do enjoy finding the little surprises that Authors put in their Scenarios. Not only do I find some things that I would otherwise have missed, but I feel I'm doing the Author a disservice to simply finish the Scenario. If something seems to be missing, it probably is. me
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